Use vector outputs for texture operations (#3939)

* Change AggregateType to include vector type counts

* Replace VariableType uses with AggregateType and delete VariableType

* Support new local vector types on SPIR-V and GLSL

* Start using vector outputs for texture operations

* Use vectors on more texture operations

* Use vector output for ImageLoad operations

* Replace all uses of single destination texture constructors with multi destination ones

* Update textureGatherOffsets replacement to split vector operations

* Shader cache version bump

Co-authored-by: Ac_K <Acoustik666@gmail.com>
This commit is contained in:
gdkchan 2022-12-29 12:09:34 -03:00 committed by GitHub
parent 52c115a1f8
commit 9dfe81770a
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GPG key ID: 4AEE18F83AFDEB23
37 changed files with 1100 additions and 747 deletions

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@ -109,10 +109,10 @@ namespace Ryujinx.Graphics.Shader.Translation
TextureFlags flags,
int handle,
int compIndex,
Operand dest,
Operand[] dests,
params Operand[] sources)
{
return CreateTextureOperation(inst, type, TextureFormat.Unknown, flags, handle, compIndex, dest, sources);
return CreateTextureOperation(inst, type, TextureFormat.Unknown, flags, handle, compIndex, dests, sources);
}
public TextureOperation CreateTextureOperation(
@ -122,7 +122,7 @@ namespace Ryujinx.Graphics.Shader.Translation
TextureFlags flags,
int handle,
int compIndex,
Operand dest,
Operand[] dests,
params Operand[] sources)
{
if (!flags.HasFlag(TextureFlags.Bindless))
@ -130,7 +130,7 @@ namespace Ryujinx.Graphics.Shader.Translation
Config.SetUsedTexture(inst, type, format, flags, TextureOperation.DefaultCbufSlot, handle);
}
return new TextureOperation(inst, type, format, flags, handle, compIndex, dest, sources);
return new TextureOperation(inst, type, format, flags, handle, compIndex, dests, sources);
}
public void FlagAttributeRead(int attribute)